/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010-2011 - Hans-Kristian Arntzen * * Some code herein may be based on code found in BSNES. * * SSNES is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with SSNES. * If not, see . */ #include "driver.h" #include #include "libsnes.hpp" #include #include #include #include "general.h" #include #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gl_common.h" #include "gfx_common.h" #define NO_SDL_GLEXT #include "SDL.h" #include "SDL_opengl.h" #include "input/ssnes_sdl_input.h" #ifdef HAVE_CG #include "shader_cg.h" #endif #ifdef HAVE_XML #include "shader_glsl.h" #endif #ifdef HAVE_FREETYPE #include "fonts.h" #endif static const GLfloat vertexes[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; static const GLfloat vertexes_flipped[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat tex_coords[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat fbo_tex_coords[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; #ifdef HAVE_FBO #ifdef _WIN32 static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL; static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL; static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL; static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL; static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL; #define LOAD_SYM(sym) if (!p##sym) { SDL_SYM_WRAP(p##sym, #sym) } static bool load_fbo_proc(void) { LOAD_SYM(glGenFramebuffers); LOAD_SYM(glBindFramebuffer); LOAD_SYM(glFramebufferTexture2D); LOAD_SYM(glCheckFramebufferStatus); LOAD_SYM(glDeleteFramebuffers); return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D && pglCheckFramebufferStatus && pglDeleteFramebuffers; } #else #define pglGenFramebuffers glGenFramebuffers #define pglBindFramebuffer glBindFramebuffer #define pglFramebufferTexture2D glFramebufferTexture2D #define pglCheckFramebufferStatus glCheckFramebufferStatus #define pglDeleteFramebuffers glDeleteFramebuffers static bool load_fbo_proc(void) { return true; } #endif #endif #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL; PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL; static inline bool load_gl_proc(void) { LOAD_SYM(glClientActiveTexture); LOAD_SYM(glActiveTexture); return pglClientActiveTexture && pglActiveTexture; } #else static inline bool load_gl_proc(void) { return true; } #endif #define MAX_SHADERS 16 typedef struct gl { bool vsync; GLuint texture; GLuint tex_filter; void *empty_buf; unsigned frame_count; #ifdef HAVE_FBO // Render-to-texture, multipass shaders GLuint fbo[MAX_SHADERS]; GLuint fbo_texture[MAX_SHADERS]; struct gl_fbo_rect fbo_rect[MAX_SHADERS]; struct gl_fbo_scale fbo_scale[MAX_SHADERS]; bool render_to_tex; int fbo_pass; bool fbo_inited; #endif bool should_resize; bool quitting; bool keep_aspect; unsigned full_x, full_y; unsigned win_width; unsigned win_height; unsigned vp_width, vp_out_width; unsigned vp_height, vp_out_height; unsigned last_width; unsigned last_height; unsigned tex_w, tex_h; GLfloat tex_coords[8]; #ifdef HAVE_FBO GLfloat fbo_tex_coords[8]; #endif GLenum texture_type; // XBGR1555 or ARGB GLenum texture_fmt; unsigned base_size; // 2 or 4 #ifdef HAVE_FREETYPE font_renderer_t *font; GLuint font_tex; #endif } gl_t; ////////////////// Shaders static bool gl_shader_init(void) { switch (g_settings.video.shader_type) { case SSNES_SHADER_AUTO: { if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0) SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n"); #ifdef HAVE_CG if (strlen(g_settings.video.cg_shader_path) > 0) return gl_cg_init(g_settings.video.cg_shader_path); #endif #ifdef HAVE_XML if (strlen(g_settings.video.bsnes_shader_path) > 0) return gl_glsl_init(g_settings.video.bsnes_shader_path); #endif break; } #ifdef HAVE_CG case SSNES_SHADER_CG: { return gl_cg_init(g_settings.video.cg_shader_path); break; } #endif #ifdef HAVE_XML case SSNES_SHADER_BSNES: { return gl_glsl_init(g_settings.video.bsnes_shader_path); break; } #endif default: break; } return true; } static void gl_shader_use(unsigned index) { #ifdef HAVE_CG gl_cg_use(index); #endif #ifdef HAVE_XML gl_glsl_use(index); #endif } static void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_XML gl_glsl_deinit(); #endif } static void gl_shader_set_proj_matrix(void) { #ifdef HAVE_CG gl_cg_set_proj_matrix(); #endif #ifdef HAVE_XML gl_glsl_set_proj_matrix(); #endif } static void gl_shader_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count, const struct gl_tex_info *info, const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt) { #ifdef HAVE_CG gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, fbo_info, fbo_info_cnt); #endif #ifdef HAVE_XML gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, fbo_info, fbo_info_cnt); #endif } static unsigned gl_shader_num(void) { unsigned num = 0; #ifdef HAVE_CG unsigned cg_num = gl_cg_num(); if (cg_num > num) num = cg_num; #endif #ifdef HAVE_XML unsigned glsl_num = gl_glsl_num(); if (glsl_num > num) num = glsl_num; #endif return num; } static bool gl_shader_filter_type(unsigned index, bool *smooth) { bool valid = false; #ifdef HAVE_CG if (!valid) valid = gl_cg_filter_type(index, smooth); #endif #ifdef HAVE_XML if (!valid) valid = gl_glsl_filter_type(index, smooth); #endif return valid; } #ifdef HAVE_FBO static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale) { scale->valid = false; #ifdef HAVE_CG if (!scale->valid) gl_cg_shader_scale(index, scale); #endif #ifdef HAVE_XML if (!scale->valid) gl_glsl_shader_scale(index, scale); #endif } #endif /////////////////// //////////////// Message rendering static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size) { #ifdef HAVE_FREETYPE if (strlen(font_path) > 0) { gl->font = font_renderer_new(font_path, font_size); if (gl->font) { glGenTextures(1, &gl->font_tex); glBindTexture(GL_TEXTURE_2D, gl->font_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, gl->texture); } else SSNES_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path); } #endif } // Horribly long and complex FBO init :D static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) { #ifdef HAVE_FBO if (!g_settings.video.render_to_texture && gl_shader_num() == 0) return; struct gl_fbo_scale scale, scale_last; gl_shader_scale(1, &scale); gl_shader_scale(gl_shader_num(), &scale_last); // No need to use FBOs. if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture) return; if (!load_fbo_proc()) { SSNES_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n"); return; } gl->fbo_pass = gl_shader_num() - 1; if (scale_last.valid) gl->fbo_pass++; if (gl->fbo_pass <= 0) gl->fbo_pass = 1; if (!scale.valid) { scale.scale_x = g_settings.video.fbo_scale_x; scale.scale_y = g_settings.video.fbo_scale_y; scale.type_x = scale.type_y = SSNES_SCALE_INPUT; } switch (scale.type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[0].width = next_pow2(scale.abs_x); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[0].width = next_pow2(gl->win_width); break; default: break; } switch (scale.type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[0].height = next_pow2(scale.abs_y); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[0].height = next_pow2(gl->win_height); break; default: break; } unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height; gl->fbo_scale[0] = scale; SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height); for (int i = 1; i < gl->fbo_pass; i++) { gl_shader_scale(i + 1, &gl->fbo_scale[i]); if (gl->fbo_scale[i].valid) { switch (gl->fbo_scale[i].type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].width = next_pow2(gl->win_width); break; default: break; } switch (gl->fbo_scale[i].type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].height = next_pow2(gl->win_height); break; default: break; } last_width = gl->fbo_rect[i].width; last_height = gl->fbo_rect[i].height; } else { // Use previous values, essentially a 1x scale compared to last shader in chain. gl->fbo_rect[i] = gl->fbo_rect[i - 1]; gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0; gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = SSNES_SCALE_INPUT; } SSNES_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } glGenTextures(gl->fbo_pass, gl->fbo_texture); GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST; for (int i = 0; i < gl->fbo_pass; i++) { glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); GLuint filter_type = base_filt; bool smooth; if (gl_shader_filter_type(i + 2, &smooth)) filter_type = smooth ? GL_LINEAR : GL_NEAREST; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); } glBindTexture(GL_TEXTURE_2D, 0); pglGenFramebuffers(gl->fbo_pass, gl->fbo); for (int i = 0; i < gl->fbo_pass; i++) { pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto error; } gl->fbo_inited = true; return; error: glDeleteTextures(gl->fbo_pass, gl->fbo_texture); pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); SSNES_WARN("Failed to set up FBO. Two-pass shading will not work.\n"); #else (void)gl; (void)width; (void)height; #endif } static inline void gl_deinit_font(gl_t *gl) { #ifdef HAVE_FREETYPE if (gl->font) { font_renderer_free(gl->font); glDeleteTextures(1, &gl->font_tex); } #endif } //////////// static inline unsigned get_alignment(unsigned pitch) { if (pitch & 1) return 1; if (pitch & 2) return 2; if (pitch & 4) return 4; return 8; } static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (gl->keep_aspect && !force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), // assume they are actually equal. if (fabs(device_aspect - desired_aspect) < 0.0001) { glViewport(0, 0, width, height); } else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; glViewport(width * (0.5 - delta), 0, 2.0 * width * delta, height); width = 2.0 * width * delta; } else { float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; glViewport(0, height * (0.5 - delta), width, 2.0 * height * delta); height = 2.0 * height * delta; } } else glViewport(0, 0, width, height); glOrtho(0, 1, 0, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gl_shader_set_proj_matrix(); gl->vp_width = width; gl->vp_height = height; // Set last backbuffer viewport. if (!force_full) { gl->vp_out_width = width; gl->vp_out_height = height; } //SSNES_LOG("Setting viewport @ %ux%u\n", width, height); } static void gl_render_msg(gl_t *gl, const char *msg) { #ifdef HAVE_FREETYPE if (!gl->font) return; GLfloat font_vertex[8]; // Deactivate custom shaders. Enable the font texture. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false); glBindTexture(GL_TEXTURE_2D, gl->font_tex); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), font_vertex); glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), tex_coords); // Use the static one (uses whole texture). // Need blending. // Using fixed function pipeline here since we cannot guarantee presence of shaders (would be kinda overkill anyways). glEnable(GL_BLEND); struct font_output_list out; font_renderer_msg(gl->font, msg, &out); struct font_output *head = out.head; while (head != NULL) { GLfloat lx = (GLfloat)head->off_x / gl->vp_width + g_settings.video.msg_pos_x; GLfloat hx = (GLfloat)(head->off_x + head->width) / gl->vp_width + g_settings.video.msg_pos_x; GLfloat ly = (GLfloat)head->off_y / gl->vp_height + g_settings.video.msg_pos_y; GLfloat hy = (GLfloat)(head->off_y + head->height) / gl->vp_height + g_settings.video.msg_pos_y; font_vertex[0] = lx; font_vertex[1] = ly; font_vertex[2] = lx; font_vertex[3] = hy; font_vertex[4] = hx; font_vertex[5] = hy; font_vertex[6] = hx; font_vertex[7] = ly; glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch)); glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch); glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY8, head->width, head->height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, head->output); head = head->next; glDrawArrays(GL_QUADS, 0, 4); } font_renderer_free_output(&out); // Go back to old rendering path. glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes); glBindTexture(GL_TEXTURE_2D, gl->texture); glDisable(GL_BLEND); #endif } static inline void set_lut_texture_coords(const GLfloat *coords) { #if defined(HAVE_XML) || defined(HAVE_CG) // For texture images. pglClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), coords); pglClientActiveTexture(GL_TEXTURE0); #else (void)coords; #endif } static bool gl_frame(void *data, const void* frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *gl = data; gl_shader_use(1); gl->frame_count++; #ifdef HAVE_FBO // Render to texture in first pass. if (gl->fbo_inited) { unsigned last_width = width; unsigned last_height = height; unsigned last_max_width = gl->tex_w; unsigned last_max_height = gl->tex_h; // Calculate viewports for FBOs. for (int i = 0; i < gl->fbo_pass; i++) { switch (gl->fbo_scale[i].type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x; gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x; break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x; break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width; break; default: break; } switch (gl->fbo_scale[i].type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y; gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y; break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y; break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height; break; default: break; } last_width = gl->fbo_rect[i].img_width; last_height = gl->fbo_rect[i].img_height; last_max_width = gl->fbo_rect[i].max_img_width; last_max_height = gl->fbo_rect[i].max_img_height; } glBindTexture(GL_TEXTURE_2D, gl->texture); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]); gl->render_to_tex = true; set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true); } #endif if (gl->should_resize) { gl->should_resize = false; SDL_SetVideoMode(gl->win_width, gl->win_height, 0, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0)); #ifdef HAVE_FBO if (!gl->render_to_tex) set_viewport(gl, gl->win_width, gl->win_height, false); else { // Check if we have to recreate our FBO textures. for (int i = 0; i < gl->fbo_pass; i++) { // Check proactively since we might suddently get sizes of tex_w width or tex_h height. if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width || gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height) { unsigned img_width = gl->fbo_rect[i].max_img_width; unsigned img_height = gl->fbo_rect[i].max_img_height; unsigned max = img_width > img_height ? img_width : img_height; unsigned pow2_size = next_pow2(max); gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size; pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) SSNES_WARN("Failed to reinit FBO texture!\n"); SSNES_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } } // Go back to what we're supposed to do, render to FBO #0 :D glBindTexture(GL_TEXTURE_2D, gl->texture); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]); set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true); } #else set_viewport(gl, gl->win_width, gl->win_height, false); #endif } if ((width != gl->last_width || height != gl->last_height) && gl->empty_buf) // Res change. need to clear out texture. { gl->last_width = width; gl->last_height = height; glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch)); glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type, gl->texture_fmt, gl->empty_buf); GLfloat x = (GLfloat)width / gl->tex_w; GLfloat y = (GLfloat)height / gl->tex_h; gl->tex_coords[1] = y; gl->tex_coords[4] = x; gl->tex_coords[6] = x; gl->tex_coords[7] = y; } // Work around a certain issue a Cg where not using TEXUNIT0 // in shader causes cgGLEnableTextureParameter() causes it // to bind to TEXUNIT0, to avoid really funny bugs, rebind // our texture. #ifdef HAVE_CG glBindTexture(GL_TEXTURE_2D, gl->texture); #endif #ifdef HAVE_FBO // Need to preserve the "flipped" state when in FBO too to have // consistent texture coordinates. if (gl->render_to_tex) glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped); #endif glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, frame); struct gl_tex_info tex_info = { .tex = gl->texture, .input_size = {width, height}, .tex_size = {gl->tex_w, gl->tex_h} }; struct gl_tex_info fbo_tex_info[MAX_SHADERS]; unsigned fbo_tex_info_cnt = 0; memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords)); glClear(GL_COLOR_BUFFER_BIT); gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, fbo_tex_info, fbo_tex_info_cnt); glDrawArrays(GL_QUADS, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) { // Go back to non-flipped. if (gl->render_to_tex) glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes); // Render the rest of our passes. glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->fbo_tex_coords); set_lut_texture_coords(fbo_tex_coords); // It's kinda handy ... :) const struct gl_fbo_rect *prev_rect; const struct gl_fbo_rect *rect; struct gl_tex_info *fbo_info; // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO. for (int i = 1; i < gl->fbo_pass; i++) { prev_rect = &gl->fbo_rect[i - 1]; rect = &gl->fbo_rect[i]; fbo_info = &fbo_tex_info[i - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; gl->fbo_tex_coords[3] = yamt; gl->fbo_tex_coords[4] = xamt; gl->fbo_tex_coords[5] = yamt; gl->fbo_tex_coords[6] = xamt; fbo_info->tex = gl->fbo_texture[i - 1]; fbo_info->input_size[0] = prev_rect->img_width; fbo_info->input_size[1] = prev_rect->img_height; fbo_info->tex_size[0] = prev_rect->width; fbo_info->tex_size[1] = prev_rect->height; memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords)); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); gl_shader_use(i + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]); glClear(GL_COLOR_BUFFER_BIT); // Render to FBO with certain size. set_viewport(gl, rect->img_width, rect->img_height, true); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, fbo_tex_info, fbo_tex_info_cnt); glDrawArrays(GL_QUADS, 0, 4); fbo_tex_info_cnt++; } // Render our last FBO texture directly to screen. prev_rect = &gl->fbo_rect[gl->fbo_pass - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; gl->fbo_tex_coords[3] = yamt; gl->fbo_tex_coords[4] = xamt; gl->fbo_tex_coords[5] = yamt; gl->fbo_tex_coords[6] = xamt; // Render our FBO texture to back buffer. pglBindFramebuffer(GL_FRAMEBUFFER, 0); gl_shader_use(gl->fbo_pass + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]); glClear(GL_COLOR_BUFFER_BIT); gl->render_to_tex = false; set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, fbo_tex_info, fbo_tex_info_cnt); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped); glDrawArrays(GL_QUADS, 0, 4); glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords); set_lut_texture_coords(tex_coords); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes); } #endif if (msg) gl_render_msg(gl, msg); char buf[128]; if (gfx_window_title(buf, sizeof(buf))) SDL_WM_SetCaption(buf, NULL); SDL_GL_SwapBuffers(); return true; } static void gl_free(void *data) { gl_t *gl = data; gl_deinit_font(gl); gl_shader_deinit(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDeleteTextures(1, &gl->texture); #ifdef HAVE_FBO if (gl->fbo_inited) { glDeleteTextures(gl->fbo_pass, gl->fbo_texture); pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); } #endif SDL_QuitSubSystem(SDL_INIT_VIDEO); if (gl->empty_buf) free(gl->empty_buf); free(gl); } static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = data; if (gl->vsync) { SSNES_LOG("GL VSync => %s\n", state ? "off" : "on"); #ifdef _WIN32 static BOOL (APIENTRY *wgl_swap_interval)(int) = NULL; if (!wgl_swap_interval) { SDL_SYM_WRAP(wgl_swap_interval, "wglSwapIntervalEXT"); } if (wgl_swap_interval) wgl_swap_interval(state ? 0 : 1); #else static int (*glx_swap_interval)(int) = NULL; if (!glx_swap_interval) { SDL_SYM_WRAP(glx_swap_interval, "glXSwapIntervalSGI"); } if (!glx_swap_interval) { SDL_SYM_WRAP(glx_swap_interval, "glXSwapIntervalMESA"); } if (glx_swap_interval) glx_swap_interval(state ? 0 : 1); #endif } } static void* gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { if (SDL_Init(SDL_INIT_VIDEO) < 0) return NULL; const SDL_VideoInfo *video_info = SDL_GetVideoInfo(); assert(video_info); unsigned full_x = video_info->current_w; unsigned full_y = video_info->current_h; SSNES_LOG("Detecting desktop resolution %ux%u.\n", full_x, full_y); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video->vsync ? 1 : 0); if (!SDL_SetVideoMode(video->width, video->height, g_settings.video.force_16bit ? 16 : 0, SDL_OPENGL | SDL_RESIZABLE | (video->fullscreen ? SDL_FULLSCREEN : 0))) return NULL; // Remove that ugly mouse :D SDL_ShowCursor(SDL_DISABLE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) // Win32 GL lib doesn't have some functions needed for XML shaders. // Need to load dynamically :( if (!load_gl_proc()) { SDL_QuitSubSystem(SDL_INIT_VIDEO); return NULL; } #endif gl_t *gl = calloc(1, sizeof(gl_t)); if (!gl) { SDL_QuitSubSystem(SDL_INIT_VIDEO); return NULL; } gl->vsync = video->vsync; int attr = 0; SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &attr); if (attr <= 0 && video->vsync) { SSNES_WARN("SDL failed to setup VSync, attempting to recover using native calls!\n"); gl_set_nonblock_state(gl, false); } attr = 0; SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &attr); if (attr <= 0) SSNES_WARN("GL double buffer has not been enabled!\n"); gl->full_x = full_x; gl->full_y = full_y; if (video->fullscreen) { gl->win_width = video->width ? video->width : gl->full_x; gl->win_height = video->height ? video->height : gl->full_y; } else { gl->win_width = video->width; gl->win_height = video->height; } SSNES_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height); if (!gl_shader_init()) { SSNES_ERR("Shader init failed.\n"); SDL_QuitSubSystem(SDL_INIT_VIDEO); free(gl); return NULL; } SSNES_LOG("GL: Loaded %u program(s).\n", gl_shader_num()); // Set up render to texture. gl_init_fbo(gl, 256 * video->input_scale, 256 * video->input_scale); gl->keep_aspect = video->force_aspect; // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false); bool force_smooth; if (gl_shader_filter_type(1, &force_smooth)) gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST; else gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST; gl->texture_type = GL_BGRA; gl->texture_fmt = video->rgb32 ? GL_UNSIGNED_INT_8_8_8_8_REV : GL_UNSIGNED_SHORT_1_5_5_5_REV; gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glColor4f(1, 1, 1, 1); glClearColor(0, 0, 0, 1); char buf[128]; if (gfx_window_title(buf, sizeof(buf))) SDL_WM_SetCaption(buf, NULL); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGenTextures(1, &gl->texture); glBindTexture(GL_TEXTURE_2D, gl->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords); set_lut_texture_coords(tex_coords); gl->tex_w = 256 * video->input_scale; gl->tex_h = 256 * video->input_scale; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type, gl->texture_fmt, NULL); // Empty buffer that we use to clear out the texture with on res change. gl->empty_buf = calloc(gl->base_size, gl->tex_w * gl->tex_h); gl->last_width = gl->tex_w; gl->last_height = gl->tex_h; // Hook up SDL input driver to get SDL_QUIT events and RESIZE. sdl_input_t *sdl_input = input_sdl.init(); if (sdl_input) { sdl_input->quitting = &gl->quitting; sdl_input->should_resize = &gl->should_resize; sdl_input->new_width = &gl->win_width; sdl_input->new_height = &gl->win_height; *input = &input_sdl; *input_data = sdl_input; } else *input = NULL; gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size); if (!gl_check_error()) { SDL_QuitSubSystem(SDL_INIT_VIDEO); free(gl); return NULL; } return gl; } static bool gl_alive(void *data) { gl_t *gl = data; return !gl->quitting; } static bool gl_focus(void *data) { (void)data; return (SDL_GetAppState() & (SDL_APPINPUTFOCUS | SDL_APPACTIVE)) == (SDL_APPINPUTFOCUS | SDL_APPACTIVE); } #ifdef HAVE_XML static bool gl_xml_shader(void *data, const char *path) { gl_t *gl = data; gl_shader_deinit(); #ifdef HAVE_FBO if (gl->fbo_inited) { pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); glDeleteTextures(gl->fbo_pass, gl->fbo_texture); memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture)); memset(gl->fbo, 0, sizeof(gl->fbo)); gl->fbo_inited = false; gl->render_to_tex = false; gl->fbo_pass = 0; if (!gl_check_error()) SSNES_WARN("Failed to deinit FBO properly!\n"); glBindTexture(GL_TEXTURE_2D, gl->texture); } #endif if (!gl_glsl_init(path)) return false; // Set up render to texture. gl_init_fbo(gl, gl->tex_w, gl->tex_h); // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false); return true; } #endif const video_driver_t video_gl = { .init = gl_init, .frame = gl_frame, .alive = gl_alive, .set_nonblock_state = gl_set_nonblock_state, .focus = gl_focus, .free = gl_free, #ifdef HAVE_XML .xml_shader = gl_xml_shader, #endif .ident = "gl" };